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Vastlyapparent's page
Organized Play Member. 51 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.
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I'm playing a blaster type sorcerer, which I already posted about, but this is a more specific question.
My plan is to at some point, be tossing out Dazing Fireballs, which makes the save more important then usual. I have only 1 feat that I can really change out in this build, and it is currently occupied by Intensify.
With my end goal in mind, would it be better to switch out Intensify for Persistent, and then get a rod of intensify? Or should I get persistent as my rod? Mind you, I'm already planning on getting a metamagic Rod of Elemental (acid).
Relevant information; currently I have Magical Lineage and Outlander (Lore Seeker) for fireball, providing a +1 CL, +1 DC and a reduction of 1 spell level cost on metamagic.
Thoughts?
I know when casting from scrolls you don't use any of your feats or stats, that I'm clear on.
What I'm curious about is how this functions when I scribe my own scrolls. If I scribe a scroll, can I add metamagic feats to it, as long as I have slots of a high enough level when crafting it? Do the scrolls I scribe use my caster level (if I don't lower it deliberately)? And do the scrolls use my caster stat to set the DC, if any? Obviously once crafted these stats would be set in stone.
Clarity would be appreciated! Thanks!

I'm making a tattooed Sorcerer, a blaster type, and had a question on one of it's abilities. The ability in question is:
Enhanced Varisian Tattoo (Su): At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power.
The question is, when I designate the spell I want for my spell-like ability, can I designate one with metamagic attached, as long as I could otherwise cast it? For instance, at 9th level, I could designate an Elemental (Acid) Fireball as my spell-like ability with the enhanced tattoo, or say, an Intensified Fireball? I don't see rules for or against this anywhere, but then again, this isn't a normally occurring situation.
Clarity would be much appreciated!

I generally don't play blaster types, or damage dealers for that matter, I usually focus on utility, support and battlefield control. So I decided to go out of my comfort zone a bit, and play an arcane blaster for once.
I just have no clue on what to pick feat wise and such, and could use a bit of help, or at the very least confirmation that I'm making good choices.
The character will be an Ifrit, Elemental (Fire) Sorcerer. This isn't really up for discussion, it may not be as optimal a choice as a Human Arcane sorcerer, but it's the character I want to play.
Traits I was thinking of taking Magical Lineage (Fireball), and Metamagic Master (Fireball). I figure with this I can empower or persistent metamagic my fireballs without increasing the spell level slot used. I chose Fireball since it seems like overall the best choice, but I'm open to suggestions on this, as well as the traits in general.
For my feats I was thinking something like the following:
1 Spell Focus
3 Greater Spell Focus
5 Persistent Spell
7 Elemental Focus, Empower Spell (bloodline)
9 Dazing Spell
11 Quicken Spell
13 Spell Penetration, Improved Initiative (bloodline)
15 Spell Perfection
Metamagic wise, I still want/need Elemental, Selective, Intensify, but I don't see how/where to fit them in, perhaps a rod or 2?
Spell selection I'm still uncertain of, other then the fact that I'll be keeping it to 1 or 2 blast spells at most per spell level, with good utility spells thrown in every level (like haste, invisibility, black tentacles, etc).
Any thoughts, suggestions and such would be very appreciated, thanks!
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I have a couple of questions regarding Channel Energy and getting it from more then one source (class).
Variant Channeling:
If you pick a variant version of channeling as one class, does the second class's channeling also get altered to the variant? Or does each channel pool have it's own choice of being positive/negative and/or variant style of channeling?
Example:
I have a neutral cleric/oracle of life, worshiping a neutral god, can the clerics channel energy be negative while the oracles channel energy is a positive? Could I in turn select the clerics pool to use a variant channeling while the oracles is the default?
Quick Channel Feat:
Can I spend a use from 1 channel pool to use a channel from a different pool as a move action.
Example:
I have a Hospitaler 4 (1d6 channel energy 5/day) / Cleric 9 (5d6 channel energy 5/day) Can I use one use of the paladins CE with one of the clerics to perform a channel energy of 5d6 as a move action?

I was playing around, trying to figure out how to build my Half-Orc rogue, and came up with the following crazy idea. I figured I'd share it and see what people thought of it.
Sneaky Cleaver
Rogue (Trapsmith) 10/Pathfinder Delver 1
Half-Orc
Str 18
Dex 14
Con 14
Int 14
Wis 10
Cha 10
FEATS
1st - Power Attack
3rd - Cleave
5th - Combat Expertise
7th - Improved Feint
9th - Great Cleave
11th - Improved Surprise Follow-Through
ROGUE TALENTS
2nd - Canny Observer
4th - Combat Trick: Surprise Follow-Through
6th - Weapon Training: Weapon Focus (Falchion)
8th - Trap Spotter
10th - Crippling Strike: 2 str damage when sneak attack
Now, you might be thinking, why not a fighter, or a barbarian? Why choose rogue for this? Well 2 reasons, first off, I wanted to be able to fill the trap/skill monkey role. Secondly, Improved Surprise Follow-Through denies any follow-up targets of Cleave or Greater Cleave their dexterity bonus against you. That means, Sneak Attack damage fun times. Being enlarged or otherwise gaining greater reach is important to compensate for cleaves weaknesses. Lunge would be a decent choice to shove in there, not sure where though. I threw in Improved Feint, so that the first target could be sneak attacked too.
Assuming you're enlarged, power attacking and completely ignoring equipment (except that you're wielding a Falchion), you'll be doing a base of 2d6+16 +6d6 +2 Str damage 18-20/x2 to clusters of enemies. You're like a martial version of fireball.
As fun as this looks, I question how playable it would be due to the limitations of cleave. But it certainly looks fun on paper. I picture him/her screaming "SNEAK! CLEAVE! SNEAK! CLEAVE!" every round as enemies are mowed down.
Any thoughts?

As the subject suggests, I'm new to PFS and I'm trying to get a feel for it as I start building my first character. Mainly, I'm curious about common gaming conventions in regards to modules/scenarios, how the DM/Player relationship works under the rules of society play, and general advice for someone starting out!
Couple of questions I have off the top of my head are:
- Trapfinding? Is it a common thing to need? How commonly are classes played that offer it (and don't trade it away via archetype)? If traps are common, as a player I hate not having trap finders around and try to incorporate it into my characters.
- How rigidly enforced are things like the Paladin code of conduct? I enjoy playing paladins, but I dislike getting pigeon holed into "Lawful Stupid".
- Would shenanigans, such as pranks, generally be considered PvP and therefore unwelcome? (example: Standing at the edge of a 10 foot high ledge with the party wizard, and he says "Look at that, quite a fall for dwarf!" and I respond with, "Good thing you'll be down there to catch me!" as I push him over the edge. Even at level 1 a 10ft fall isn't too big a deal, and I'd personally take care of healing his injuries, if any.)
- Whats the one thing you wish you knew when you'd first started playing in PFS games?
Thanks for any help :)
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